fallout 2 strategies & secrets (sybex) · 2016. 4. 1. · table of contents energyweapons 54...
TRANSCRIPT
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Associate Publisher
Contracts and Licensing Manager
Acquisitions and Publications Manager
Managing Editor Game Books
Editor
Proofreader
Book Design
Book Production
Production Assistant
Cover Designer
SYBEX is a registered trademark ofSYBEX Inc.
Strategies &. Secrets is a trademark ofSYBEX Inc.
FALLOUT 2: A POST-NUCLEAR ROLE PLAYING GAME: ©1998 Interplay Productions. All rightsreserved. Fallout, Interplay, the Interplay logo, Black Isle Studios, the Black Isle Studios logo, and “By
Gamers. For Gamers.” are trademarks of Interplay Productions. All rights reserved. All other trademarks and
copyrights are properties of their respective owners.
TRADEMARKS: SYBEX has attempted throughout this book to distinguish proprietary trademarks fromdescriptive terms by following the capitalization style used by the manufacturer.
The author and publisher have made their best efforts to prepare this book. The author and the publishermake no representation or warranties of any kind with regard to the completeness or accuracy of the contents
herein and accept no liability of any kind including but not limited to performance, merchantability, fitness
for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or
indirectly from this book.
Copyright ©1999 SY^EX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved.No part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, includ-ing but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and
written permission of the publisher.
Library of Congress Card Number: 98-87284
ISBN: 0-7821-2415-1
Manufactured in the United States ofAmerica
10987654321
ROGER STEWART
KRISTINE PEACHY
DAN BRODNITZ
TORY MCLEARN
RONN JOST
ANDREA POX
MUELLER DESIGN INTERACTIVE
WILLIAM SALIT DESIGN
LISA LUSK
CALYX DESIGN
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To my wife, Monica, for her love, wit, and inspiration.
And to my parents, who deserve special mention for putting up with the dice, figures,
and weird books for all those years.
Also, to the team ofFallout2 that made this all possible. Without their unflagging
determination to make the best computer role-playing game ever, and the long hours
devoted to making this dream a reality, none ofus would ever have been able to roam the liv-
ing Wastes.
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/4ciitt9€i(ACed^«H€*ttA
Special thanks arc due to the people that helped to make this book, as well as the great game
it describes, possible.
I’d like to thank the Division Director of Black Isle, and my Co-Lead Designer onFallout 2, Feaigus Urquhart, for his vision and belief in the potential ofour team and our
creation. Also, for ^ving us the time we needed to polish a very good game into a truly great
game.
Many ofthe people on the Fallout 2 team took extra time out oftheir hectic 16*hour
days to help me get the information! needed to make this book possiblc.The DesignTeam,
Chris Avellonc, David “Zeb” Cook,John Dciley, Dave Hendee, Colin McComb, Jason
Suinn, and Feargus Urquhart each gave up valuable sleep in order tp go over the latest addi*
tions to each oftheir areas. Jesse Reynolds, our Lead Programmer, deserves kudos for tire-
lessly explaining to me just how the game engine really works. Our Lead Artists, Gary
Plainer andTrameU“T-ray” Isaac, have earned my thanks and admiration for their help increating more art than should have been humanly possible for the game and for this book.
Jason Suinn worked above and beyond the call ofduty in piecing together the fiiil-level
maps for this book—as well as keeping track ofthe literally thousands ofmap revisions.I’d like to thank Marti Cadenasso for putting the wonderful, patient, highly skilled staff
at Sybex and 1 together in order to create this book. Particular thanks to both Dan Brodnitz
and Tory McLeam for their patience, teaching, and trust as we rode the creative roller-coaster together.
My thanks to each ofthe sleep-deprived members ofthe Fallout 2 team here at BlackIsle Studios as well as Sybex for making a groundbreaking computer role-playing game, and
a strategy guide that does itjustice.
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1PARTI: WELCOME TO THE WASTESCHAPTER 1
CREATING THE CHOSEN ONEBUILDING CHARACTER
Charisma Boy
Combat Boy
Stealth Boy
THEM’S FIGHTIN’ WORDSGeneral Combat Tips
Different Strokes for Different Folks
HOWTO MAKE FRIENDS AND INFLUENCE PEOPLETown Reputation
Karma
CHAPTER 2
HERE ABIDE MONSTERSAbominations
Brahmin
Dcathdaws
Dogs
Geckos
Insects
Rats
Robots
Spore Plants
Turrets
Wanamingos
WASTRELS OF THE WASTELANDSTravelers
Strangers
Friends
CHAPTER 3
'THtnamWEAPONS
Small Guns
Big Guns A
..6
..9
10
11
12
13
14
17
.19
19
21
26
26
27
.27
.28
29
30
.31
.32
.34
.34
.35
.35
.36
.36
.37
.44
.46
.52
•A
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Table
of
Contents
Energy Weapons 54
Ihiarmed 58
M416e Weapons 59
Throwing Weapons 61
ARMOR 62Leather Jacket 64
Leather Armor 64Metal Armor 65Combat Armor 65Tesla Armor 66Power Armor 66
CHAPTER 4
'Darnysmtutwwein^sBETTER LIVING THROUGH CHEMISTRY ‘ 70
Antidote 70
Beer 71
Booze 71
Buffout 72
Healing Powder 72
Jet 73
Mutated Fruit 73
, Mentats 74
Nuka Cola 74
Psycho 75
RadAway 75Rad-X 76Stimpack 76
Super Stimpack 77
Cheezy Poofs 77
Tragic the Garnering™ 78
USEFUL THINGS 78Tools 78
Explosives 83
Keys 85
Reading Materials 86
Ravioli, Reptiles, and Radscorpion Tails 88
Junk 89
UNIQJJE THINGS 92
w
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PART ft: TRAVELS OF THE CHOSEN ONE 102CHAPTER S
ITHc dtoscnOne 700THE LEGEND 108AREA DESCRIPTIONS 110
CHAPTER «
'Strange'Mappcniwwgsana'DcspcraTc 'Beginnings ___ 777CLOSE ENCOUNTERS OFTHE RANDOM KIND 114SPECIAL HAPPENINGS IIS
The Best of Times 116The Worst ofTimes 118
ARROYO 119The Path of the Chosen One 120The Lay of the Land 121
KLAMATH 123The Path of the Chosen One 124The Lay of the Land 125
THE DEN 129The Path of the Chosen One 130The Lay of the Land 130
CHAPTER 7
77c#rnne«^ 'MiUBiitBes,nna^i^ixens 770
MODOC 136The Path of the Chosen One 136The Lay of the Land 136
VAULT CITY 140The Path of the Chosen One 140The Lay of the Land 141
GECKO 146The Path of the Chosen One 146The Lay of the Land 147
BROKEN HILLS ISOThe Path of the Chosen One 150The Lay of the Land 151
V#/
Table
of
Contents
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Fallout
2
Strategies
&
Secrets
CHAPTEB 8
NEW RENO 156The Path of the Chosen One 156
The Lay of the Land 156
THE RAIDERS 167The Path of the Chosen One 167
The Lay of the Land 167
CHAPTER 9
CMsns €an€t
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THE ENCLAVE 228The Path of the Chosen One 1 228
The Lay of the Land 229
APPENDIX A
Jt ofrtwUout:CHAPTER 6 AREA MAPS 240
Arroyo 240
Klamath 247
The Den 254
CHAPTER 7 AREA MAPS 256Modoc 256
Vault City 264
Gecko 269
Broken Hills 273
CHAPTER 8 AREA MAPS 276New Reno 277The Raiders 287
CHAPTER 9 AREA MAPS 289The Sierra Army Depot 290
Redding 295
CHAPTER 10 AREA MAPS 301The New California Republic (NCR) 303Vault IS 306
The Military Base 309
Vault 13 312
CHAPTER 11 AREA MAPS 315Navarro 316
San Francisco 319
The Enclave 327
APPENDIX B
t:Hc l/Sim/rCREATING SOME FALLOUT 334
The Doodling in Your Head Stage 334
The Spinning Wheel Stage 335
The Trial by Fire Stage 336
ix
Table
of
Contents
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0n€€tiH^, 0»teHerding your vUjagc’s placid, two-headed cattle, called brahmin, in the drought-baked fields
is dusty work. But when the village Elder summons you, that means rum—no time forcleanup. The rain spirits haven’t visited the village ofArroyo for seven years, and the drought
has brought great hardship to your people. The despair you see in the face ofthe Elder as
you enter her tent is deeply unsettling. As
she stares at you so intently with those
bright eyes—oddly out ofplace on herwizened face—you wonder why she hascalled for you.
Truly, you are the Chosen One. It is to
you that we turn as ourArroyo—our village,
ourhome—fates its hour ofgreatest need In
all theyears since our ancestor, the Vault
Dweller,foundedArroyo, ourpeople have
known hardship many times. But never before
has our village sufferedso longaperiodof
trial. The wells are almost dry, crops wither in
thefields, the oldandtheyoung alike sicken, andourbrahmin are dying.
We have one hope. Chosen One—an object spoken ofin the sacred text ofour ancestor. It is thebirthright ofourpeople, the Garden ofEden Creation Kit, the wondrous GECK. Only that can
save us now.
Listen Chosen, andI willtellyou a tale ofyourpeople, thatyou may learn thepromise ofthe
GECK. Whenyour ancestor was castfrom the Vault ofthe Holy 13 over 80years ago, heandothers
who would escape the tyranny ofthe Vault ofthe Holy 13 traveled north. For months theyjour-
neyed, through the beast-haunted radioactive Wastes leflfrom the great bum in the beforetimes, to
distance themselvesfrom the Vault. Finally, they came to afertile valley nestledbehind a deepgorge,
ourArroyo. Here they settled, and ourpeopleprosperedon this land The Vault ofthe Holy 13, which
yourpeople had lefl behind, was rememberedonly in the shrine ofyour ancestor. The Vault Suit, the
holy Survival Guide, andother sacredartifacts were nearlyforgotten butforfesti-
valdays.
Now, though, things are different. Yourpeople suffer, andthe Elders have turned to the holy
Vault Dweller's Survival Guidefor help in these dark times. The sacred text mentions the Garden
ofEden Creation Kit—an amazing devicefrom the bejbretimes that can turn any land into an
X
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earthlyparadise. We cannot last much longer without the salvation that the GECKpromises.Although theHoly 13 abandonedour ancestor, they cannot turn their hacks on us now.
You shallwear the mystic Vault Suit ofour ancestor with the holy '13'emblazonedupon itso
that they will recognizeyou as the righful heir to thepromise ofthe GECK. You must travelthe
Wastes tofindthe Vault ofthe Holy 13 andthen demand the GECK. This is the only way ourpeople
mayyet be saved.
Ibelieve inyou. Chosen One. However, others needevidence ofyour worthiness to be our emis-
sary to theHoly 13. You must brave the Temple ofTrials toproveyourselfto those who wouldques-
tion my choice tfyou as oursavior. Ihave no doubt thatyou willshowyourselfto be a worthy
championfor our village. . .
.
Onceyoupass the Temple trials,you will needwisdom that only experience can giveyou. There
is no timeforyou to learn all thatyou need to know onyour own, so I will togiveyou what help 1
can. 1 have read the holy Vault Dweller's Survival Guide as wellas other tomes savedpom thepres
ofthe beforetimes. Our village's own record, Book ofthe Elders, also containsgreat wisdom.
When ourpeople's wisdom may helpyou, 1 will offer it. Our ancestors andI willguideyou as best
we can.
Fear not. Chosen One—the strength ofthe Vault Dweller runs strong inyour veins. Iknowthatyou shall notfail us. Your quest begins.
—Steea/U ptam tit of tdc SieUna ' SeaaoK
The sort of spiritual overview and guidance that the village Elder offers is both enlight-
ening and inspiring. However, before your journey s through, you’ll need more practical
advice than the Elder could ever give you. As one ofthe Lead Designers ofFallout 2, 1 want
to make sure that you enjoy exploring the world that I’ve helped to create as much as I
enjoyed maldng it. By reading this strategy guide, you’ll learn how to explore every nook and
cranny of the postnuclearWastes—the what, where, and how, as weU as the why, thingswork the way they do.This book will be your backstage pass—an insight into not just thegame itself, but the thinking and design behind the game as well.
^ On^duUfecCTwo primary types ofinformation will keep you alive and kicking as you make your way
through the game. In the first part ofthe book, you’ll find general knowledge about what it
takes to survive in the world ofFallout2—which skills are going to keep breath in your body,which skills you shouldn’t bother with, as well as who and what you’ll find out there. The
Xt
How
This
Book
Is
Organized
-
How
This
Book
Is
Organized
fr-
second part ofthe book consists ofa guided tour through all of the areas that you’ll find in
the Wastes. Each part ofthe world has its own set ofhazards—you’ll get a down-and-dirtypractical education about each one of them. Knowing who or what to see, what to ask, and
when to keep your laser pistol handy will do more than just keep you alive—that knowledgeis your ticket to the salvation ofyour vill^;e and victory. The appendices feature detailed
maps for every area in the game and an inside look at the making ofFallout 2.
You’ll reap the greatest benefit by reading the whole book. However, ifyou need help in
Just one area, each section stands on its own—you can turn to the appropriate chapter ofthebook to read the information you need right then and there. Here’s an over\dew ofthe way
I’ve organized the book.
Part 1: Welcome to the Wastes The first portion ofthe book covers the people, critters, and
objects that you’ll find in the Wastes, as well as what you need to know to deal with them.
Chapter 1: Survival Strategies Properly preparing yourself for your quest is halfthe battle.
Chapter2: Dwellers ofthe Wastes It takes all kinds. Here’s where you can learn about the
good, the bad, and the plain old ugly critters you may meet.
Chapters: Needful Things Here, you’ll learn everything you need to know about all the
weapons and armor—the tools that vtiU keep you alive in the Wastes.Chapter4: PrettyDam Useful Things There are many other useful items out there, and a lotofjunk, too.This chapter spells out which is which.
Part2: Travels of the Chosen One The second part ofthe book features a detailed, area-by-
area tour ofthe Wastes.
Chapters: The Story ofthe Chosen One In this chapter, you’ll learn the optimal story line for
the PC to follow through the game, but it's not the only one.
Chapters: Strange Happenings andDesperate Beginnings Strange things happen in the
Wastes. This chapter covers the random encounters you may have along the way and your
first three destinations: Arroyo, Klamath, and the Den.
Chapter?: Mutants, Hillbillies, and Citizens The next towns on your tour—Modoc, VaultCity, Gecko, and Broken Hills—are full of unusual folks.Chapters: Bright Lights, Big City The lights arc up and the battery’s down in “the biggest lit-
tle city in the world.” Areas: New Reno and the Raiders.
Chapters: Guns and Gold A forgotten army post and a gold-mining boom town will keepyou busy here. Areas: the Sierra Army Depot and Redding.
JC//
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Chapter 10: BearOags and Burrows A new republic and buried secrets ofthe past haunt thispart ofthe Wastes. Areas: the New California Republic (NCR), Vault 15, the Military Base,
and Vault 13.
Chapter 1 1: To the Great Salt andBeyond By the sea, by the beautiful sea, mystery and peril
abound. Areas: Navarro, San Francisco, and the Enclave.
Appendix A:A World of Fallout This first appendix contains maps ofevery town and adven-
ture area in the game. The maps follow the order in which the areas are described in the sec-
ond part ofthe book.
Appendix B: Inside the Vault Appendbc B covers the hectic, enjoyable, and often just plain
wacky process ofmaking Fallout 2.
Now move closer to the campfire, and I’ll tell you what it’ll take to save your villagefrom the grudgingjaws of the Wastes. Listen closely, young warriors, and you just may live
to be old warriors....
—Matt Norton, October 1998
As we went to press, word came from the devel-
opers that some of the weapon variables might be
slightly tweaked at the wire. None of these
changes will have any signficant impact on game-
play or weapons balance, so in the interests of
getting this book in the hands of the lucky folks
who play the game the first weekend it's out, we're
going to make the unual choice of running with
what we have. In the off-chance that the numbers
do shift a little, be sure to go to the Sybex Web site
(www.sybex.com) to get the any and all updates.
xiii
How
This
Book
Is
Organized
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PART ItWelcome to t
Our young hunters and warriors have much
to learn about the worldaround them. The
Pastes are vastand unforgiving. Teaching
will give our young ones knowledge, if
they heedmy tired words, but only time
will give them wisdom. I pray that the
spirits give them the time they need.
—SxeetjU ale Sea^la^Ole2S0tA SeaeoK
w
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^P_ hera’s no prize for second place in Fallout2~eiti\6rr you learn howto move with the sand or you get buriedbeneath it In Chapter 1, I’ll showyou howto move with thesand—creating and building a successful Player Character (PC),
W fighting effectively or avoiding combat altogether, and using TownReputation and Karma to your advantage.
Most of the world is very different titan the village where you start
your journey. You'll run into many strange creatures and, often, stranger humans. Chapter 2
details all the monsters, humans, and near humans you’ll encounter in Fallout 2. To survive,
you'll need to know what sorts of things you can scrounge up or, better yet, take from those
strangers. There’s a lot of junk, but you’ll know where to go to get the good stuff—the Kernsthat will keep you alive and dangerous. Chapter 2 covers the essentials—weapons and
armor. Chapter 3 describes the rest of the items in the game, including the drugs.
You'll become a lean, mean, village-saving (maybe even world-saving) machine. If you
remember to listen closely and learn what I have to tell you, your success is as certain as
the promise of the GECK's salvation.
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/ have noticed that those ofour tribe who would
travelbeyond the Great Bridge ofour village share
similar qualities. Theyseekpaths beyond the trails
trodden from village to pasture, and to fieldand back./
More than that, those restless souls that survive and
return to us seem to have an inner focus that gives
them strength in time of need. This focus, Iam con-
vinced, is what separates those who return to us from
those who return only to the bosom ofour ancestors.
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0 getthe maximum enjoymentfrom playing
Fallout2, iO\i need to create the best possible
character. When I say best, I don't mean the best in
terms of the game, I mean the best in terms of your own
preferences in gameplay and problem solving. Some players
enjoy shooting their way through problems, others want to sneak
around them, and still others would like to talk their way out of a jam. We've
worked hardto make sure that there are almost as many ways of doing
things in the Wastes as there are in the real world. So, there are quite a few
ways to make the best character. This chapterwill help you make the char-
acter who's best for you, no matter which style of play you enjoy most.
I’ll explain howto create a great character and howto nurture your bud-
ding hero through those rocky firstfew
levels. A good understanding of com-
battactics is also vital to your charac-
ter's survival, so I'll go over the
strategies that will enable you not just
to survive, but to conquer. All the may-
hem that you'll learn to effectively cre-
ate will influence the way other
characters react to you. So, the final
thing that I'll explain in this chapter is
how and why people in the game react
to your character the way they do.
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Chapter
1:
Survivai
Strategies
Me OtteUnlike many other role-playing games, Fallout2 has no rigidly defined character roles. You
can easily design a beginning character to do a little bit ofeverything—although they won’tdo anything particularly well. For the Player Character (PC) you create to survive, you’ll
have to specialize in a few key Statistics (Stats) and Skills. Later on, once you’ve acquired a
bit ofexperience, you’ll be able to branch out and gain expertise in other sluUs.
Although you have the freedom to create almost any sort ofcharacter that you want, we
designed the game with three types ofcharacter in mind. Each ofthe three types is defined by
the way they go about doing things and solving problems. Each is built to excel at one style of
play. Narg is a simple-minded combat machine. Mingan is a well-balanced characterwho
relies upon stealth and stealing (see Figure 1.1). While Chitsa has weak combat skills, she can
use her high Charisma and communication skills to influence people (see Figure 1.2).
Charisma Boy—Personable and well spoken, he can convince others to seethings his way.
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Combat —He can kill everyone or everything that stands in his way. Asdetailed below, there are also two subsets to this category, Short Range and
Long Range Combat Boy.
Stealth Boy—He can sneak by or around any obstacle.
M**)!*? »fht« Mta
In **•« cnkifM* «f IwvtriT^imT ju»*»!%.rr«t«n IM* l*Brnn< tndMi artb 0*1 ef
Chitsa relies on
her power of
persuasion.
CHAP'V'TER ^E‘.ECT!*)N
'XAK *rTF'~Figure 1.2
We designed the majority ofquests in Fallout2 to have more than one solution. Havinga variety ofpossible solutions makes for a more entertaining and realistic gameworld. In real
life, there is rarely only one way to skin a cat.When the development team constructed thegame quests, we asked ourselves, “How would a stealthy character solve this quest,” or
“Could a character conceivably talk their way through here?” Since Fallout's mascot charac-
ter is the Pip-Boy, we started to refer to each ofthe three types as an A-Boy of the appropri-
ate type.
You can, ofcourse, create a successful female character in Fallout2, but Pip-Person (and
by extension, Charisma Person) just didn’t sound that good.
Here's an example ofour thinking when we constructed the game. Suppose some
Raiders have kidnapped a child.
Charisma Boy could convince a wavering guard to free the tyke, using the argu-
ment that children just shouldn’t be used as hostages.
Creating
the
Chosen
One
-
Chapter
1:
Survival
Strategies
Combat Boy could solve the quest by attacking the bandits and killing all who
stand in the vray of freeing the child.
Stealth Bey could sneak into the camp, pick the lock of the child’s cell, and get
away without any of the bandits noticing.
What makes one type ofcharacter different from another are the Statistics and Tag
Skills that you select when you create your PC. Stats will not change over the course ofthe
game, and, as alluded to earlier, you don’t have enough extra stat points to do everythingwe]!,
so choose these carefully. Skills that areTagged can improve at twice the speed ofun-Tagged
skills. When you create your character, you are allowed only three Tag Skills. You won’t get
any moreTag Skills later on, nor are you allowed to reselect yourTag Skills once you start
playing. Therefore, the Stat andTag Skill choices you make during character creation will
determine your style ofplay for a large part ofthe game. Use the information in Table 1.1 to
make the best choice of Stats andTag Skills for your PC.
Table 1. 1: Styles ofCharacters
1 PCTYPE STRENGTHS SUGGESTEDSTATS
SUGGESTED 1TAG SKILLS |
Charisma Boy Has the gift of gab; can
talk their way out of orinto things; can gain
many companions;shrewd sales skills makehigh profits
Charisma 9-f
Intelligence 8+Perception 7+
SpeechBarter
Outdoorsman orSmall Guns
Combat Boy Good at both ranged andmelee combat; can fighttheir way past almostany obstacle
Agility 8-r-
Strength 8+
Small GunsEnergyWeaponsMeleeWeapons
Long RangeCombat Boy(Sniper)
Can reach out and inflictpain from a distance
Agility 8+Perception 8+LuckSf
Small GunsBig GunsEnergyWeapons
Short RangeCombat Boy(Martial Artist)
Must get up close andpersonal to hurt others
Agility 9-f
Strength 84-
Endurance 7-f
UnarmedMeleeWeaponsSneak or First Aid
Stealth Boy Prefers sneaking andfilching rather than
open combat
Agility 8-f
Perception 7-f
Intelligence 6-f
SneakLockpick
Steal
I
-
Each type ofPC is equally effective, and different styles ofplay appeal to different sorts ofplayers. Ifyou like combat and revel in weaponry, create a Combat character. Ifyou prefer
patiently sneaking around
and out-thinking your
opponents, a Stealth Boy is
more your style. Ifyou pre-
fer verbal fencing to the
6pee, a Charisma BoyPCis foryou. You can build an
almost infinite variety of
successful male and female
characters in Fallout!.
Above all, you should pick
a PC that you’ll enjoy play-ing the game with—thereis no single most-effective
Don’t create a character with an
Intelligence Stat lower than 4. A
character with a lower
Intelligence will talk and be
treated like an idiot, and many
quests and opportunities will be
closed to them.
type ofPC.
Your character may eventually mature into a hybrid, but you’ll still solve problems using
skills associated with one ofthe three basic types ofPCs (talking, fighting, or sneaking).
Throughout the rest ofthe book. I’ll showyou the best way for each ofthe three PC types tosolve a problem. For quest solutions, both the Long Range Sniper and the Short Range
Martial Artist fall into the category ofthe general-purpose Combat Boy archetype—they’reboth combat characters; their only difference is a distance preference.
Once you’ve created yourperfect PC, you’ll need to know a few things to get them past
those first few hazardous experience levels.
Building a beginning character into a hero oflegendary stature isn’t something to take for
granted. Your PC starts the game dangerouslyweak compared to most ofthe creatures thatlive in the Wastes.To survive, you must rapidly earn Experience Points (EPs) togoup sev-
eral levels.Whether you’re a combat character or not, you’ll also want to get the best armor,
weaponry, and healing supplies you can—it’s always a good idea to be prepared for theworst. Once you’ve made it to the third level, you can relax a bit because your PC is nowcompetent enough, and tough enough, to avoid instant death. However, you’ll never be able
to let down your guard completely—the Wastes hold many perils for the unwary.
Building
Character
-
Chapter
1:
Survival
Strategies
Different types ofPCs gain
EPs in different ways. To maximize
your EP gain while minimizing the
risk ofyourPC getting killed, youneed to play to your strengths. As a
general rule, yourPC should dothe things that they do best to sur-
vive. Here are some strategies for
the three primary types ofPCs.
This charmer needs two things
to thrive: friends and informa-
tion. You won’t get either unless
you talk to people, so talk to
.everyone. In many cases,just
taUung to a Non-Player
Character (NPC) and using your
Speech Skill can earn your char-
acter experience points, gifts,
and other awards.
Charisma Boy is weak in
combat, but his pleasing person-
ality convince people to fol-
low him.These foUowen, or
party members, are often much
better suited to combat than
Charisma Boy is. PCs can gain a
number ofparty members equal
to halftheir Charisma Statistic
(from one to five companions).
This allows Charisma Boy to
surround himselfwith
You may select two Traits
when you create your charac-
ter. Bruiser and Heavy-
Handed are best for
close-range combat types.
Skilled and Gifted are good if
you want a fast start, but your
PC won't improve as quickly
later in his career. The only
Trait to avoid is Fast Shot
—
this seems like a good Trait
but it keeps you from using
more accurate, and therefore
damaging, attacks.
When you're just starting out on
your adventures you should save
early and save often. Your begin-
ning PC is fragile and it's less
frustrating to load a saved game
than it is to start over.
70
A/ote
-
bod}^ards to do his fighting for him. Charisma Boy needs informa-
tion about what’s going on in an area so that he can figure outwhich
NPCs are likely to respond profitably to his potent powers ofpersuasion.
Ifyou build your Barter Skill to 100 percent, you will start to
get close to receiring a fair value for goods you sell to merchants, i
You should pick up everything you see and sell it to buy yourself ^all the trappings ofsuccess, such as better weapons, armor, and
lots ofhealing medicine (known as Stimpacks).
This PC should lull .things. In fact, he |i \should kill every nvarmint he sees. Don’t JJ ykill the people in your
home village, but every|
rat, wild dog, and small I V / I iscorpion you encounter I -f yshould be exterminated.
| / \ JzjIt can be a bit tedious, Xbut cutting your combat / / \l 14teeth on inoffensive L yprey builds EPs safely,
While you’re doing this,
always keep a path open
to the edge ofthe map, so that you can run for
it ifyou take too much damage. Living to fight
another day is far more important than killing that
last critter.
While all PC types should snaggood combat gear, since it’s your primary
problem-solving method, it’s even morej
important for Combat Boy to score 0some armor, firearms (or a
Sledgehammer), and lots ofSrimpacks
Successful PCs of all types col-
lect whatever they find on a
corpse. Even if you have no
immediate use for an item, you
can sell it to someone who does.
Everything you find equals
money in Fallout 2's economy.
^ if any friends are travellingwith you, load them up with
—^ loot, just like two-leggedpack mules—they won't mind.
BuUding
Character
-
Chapter
1:
Survival
Strategies
as soon as possible. Later on down the road, you can buy these tools ofyour trade, but they’re
more expensive than you can afford at first.The best way to equip yourself is to grab gear
from recently deceased former owners. Helping reluctant owners to meet their ancestors also
nets you some EI^, so you’re benefiting in two ways at the same time.
When you’re just starting out, don’t get carried avray. Killing an isolated bandit guard is
much more likely to be profitable than attacking the bandit chieftain in his own headquar-
ters. Excessive brarado earns you nothing but an unmarked shallow grave in the Wastes.
When you gain a level, spend all ofthe Skill Points you’ve just earned on a single com-
bat skill. It doesn’t matter which combat skill you select as long as you don’t spread your
points out over more than one skill. Once you get a combat skill up to 100 percent, you can
afford to start improving other combat skills, but not before. Eventually, a Combat Boy
should be highly proficient in at least two ofthe three gun skills (Small Guns, Big Guns, and
EnergyWeapons) orboth Unarmed and Melee Weapons Skills.
Stealth
^(Kf>
.This sly devil does his
best work when borrow-
ing things fiom others
—
usually without their
knowledge or consent.
Practicing your craft in
civilized areas rather than
trekking the dusty desert
will prove much more
profitable for you. Most
townspeople carry some goods with them.You
should lighten their burden and increase your
purse at the same time. To use your Steal Skill on
someone without as great a risk ofbeing spotted,
swipe their things while you’re behind them.
Snagging lighter items is safest because taking
heavier items increases the chance that your quest-
ing fingers will be detected.
Always save the game before
attempting to steal anything. That
way, if you're spotted and an
enraged merchant or the local
constabulary gives chase, you
can load your saved game and
try again.
-
Shopkeepers keep most of their
money end stock behind the
counter, where it can't be pick-
pocketed. Stealth Boy PCs can
pickpocket (Steal) the items that
shopkeepers carry on their per-
sons, only to sell it right
back to them for cash or
better shop items. They'll
never be the wiser for it
One particularly
effective Stealth Boy
trick is to steal the
weapons &om guardsthatyou may have to
fight before engaging
them in combat.This
isn’t always easy, since
guards arc more obser-
vant than average
citizens. However,
dotting a disarmed
opponent’s fists is likely to be less painful than dodging an armed opponent's bullets.
You can also get into and out ofplaces by sneaking past guards using your Sneak Skill or
opening up a back door using your Lockpick Skill. One ofthe first tools that you shouldacquire is a set ofLockpicks, and then a set ofElectronic Lockpicks.The Lockpick set gives
you a bonus to open normal doors, while Electronic Lockpicks give you a similar bonus with
high-tech, electronic doors (such as elevator doors and sliding doors). In Fallout!, a charac-
ter’s ability to sneak and steal is «o/ diminished bywearing heavy armor, so you should wear
the best protection you can find. Use your Sneak Skill to avoid combats, but ifyou are
caught, remember that your character’s stats make you a good sniper as well as an effective
sneak.
There are many different ways to fight—some are a whole lot more effective than oth-ers, though. You’ll never get anywhere by bleeding foryour village—the idea is to makesome other poor schmuck bleed for theirs. The next section tells you how.
No matter what kind ofPC you end up creating and nurturing, at some point you’ll have tofight. You can complete many ofFallout2'% quests without fighting, but to finish the game,you're going to have to kill someone else before they can kill you.
The next section offers up general combat tips that apply equally to every kind ofchar-acter as well as more specific tips for each ofthe three types ofPCs.
7
Them's
Fightin'
Words
-
These strategies cover a wide variety ofsituations since no two combats are exactly alike.
However, ifyou remember some basic advice, you’ll be more likely to be the last one stand-
ing after a firefight.
Preparation, No ExcusesBe ready for combat at all times. Many PCs have been lost because they didn’t prepare for
battle—don’t be one ofthem. You should always have a fully loaded weapon in one hand andanother useful combat item in the other. Stimpacks, a different weapon, or even grenades
make wonderful second-hand items to carry into combat. Most ofthe citizens in Fallout2
understand that danger is always nearby, and they won’t take special notice ifyou walk
around with a weapon ready. Ifthey do, just switch the weapon to your other hand (item slot
two)—they’ll leave you alone.
Terrain, Your Lifesaver
Use the terrain on a battlefield to your advantage. There are two vrays to use terrain: as cover
and to divide your enemies. Using terrain as cover can be as simple as ducking behind a wall
after you’ve made an attack, or as elaborate as opening and closing a door—the idea is tokeep something between you and them. Ifyou can’t block all ofyour enemies by seeking
cover, block some ofthem. You are a match for almost any one enemy, but groups ofattack-
ers can tear you to ribbons. In any case, the fewer people that can attack you, the better.
Terrain can be used to divide your attackers as well, forcing part ofan attacking force
into combat so you don’t have to face all ofyour opponents at once. The best way to divide
your opponents is to lure one group ofattackers toward you and then duck back the other
way before another group can get to you. This method works especially well when your
attackers are all trying to pile through a doorway to reach you—because they have a limitedarea from which to deploy. This technique is easier ifyou have more Action Points than your
opponents, but it can be used even by slow PCs because enemies always, predictably, move
toward the last spot where they saw or heard you. In general, moving around while you’re in
combat is a good way to spread out your attackers.
IfyourPC is a close-combat PC, you’ll have an even greater need to use terrain. You
must use the lay ofthe land to keep from being riddled with bullets while you close with
your enemies. Get near your foes before you even start combat and then close with them
quickly. Some ofyour enemies may take a potshot at you while you use your fearsome fists
7
-
and Ripper-blade on their pals, so try to fight in areas that have some cover from long-range
gunfire (for example, inside rooms in buildings).
Distance Is Your Friend
Sure, reaching out to touch someone is nice. But for everyone other than a Martial Artist,
once you’ve got a few levels ofexperience under
your belt and you’ve brought one ofyour gun
skills up to 100 percent, you are a better marks-
man than almost every foe in the Wastes.
Longer ranges decrease your chance to
hit an opponent—however,they also decrease their
chance to hit you.
At longer ranges, you
still have a good chance to hit your foe because
your gun skill is higher than theirs, while their chances to hit you have dwindled to almost
nothing. This is especially true ifyou have any sort of rifle—enemies with pistols or othershort-range weapons will have to close with you to have any chance ofhitting. Strike from
long range and keep moving back so that your foes can’t get any closer to you.
Nighttime Is the Right Time
Darkness makes it more difficult to see and shoot things at
a distance. Picking offyour enemies is easier iftheir friends
can’t see what’s happening in the darkness, though, due to
your relative superiority when it comes to night vision.
Since darkness increases the ranged-attack penalties
for everyone, nighttime is a wonderful time to go sniping
—
it’s also the best time for close-combat PCs to stage
assaults, since they won’t be as easy to shoot before they get
close enough to attack. Ifyou’re the shooter, you’ll have the
same advantages that long-range combat gives you in day-
time, but since it’s dark, you won’t need to be so far away.
Them's
Fightin'
Words
-
Aim Once, KillTwice
Groups of enemies all packed together cry out for
automatic weaponry and explosives to be used on 0 aLthem. Enemies that have to move through a doorway
to get to you will often bunch up just before the doorway. ^This is an excellent time to use the grenade thatyou keep in ^^—4 i
|
your second hand. Ifyou have aweaponcapableofautomatic \ I|
\
fire, you’ll be able to waste at least two enemies in a row, and per- XmA
With Grenades or a Rocket Launcher, aim at a target in the / \
centcrofthegroup.Evenifyoumissyourselectedtaiget,the L J \ Jblast \vill still catch someone. With auto-fire weapons,
choose a target that’s second in linc.Thatway, the enemyjust in front ofyour target has a
chance to be hit by a few rounds as well. Spread the love around—there’s enough for all.
Caiiing Aii Shots
Once yourPC has a 100-percent attack skill, it’s lime to start using a mode known as a
Called or Targeted Shot. You can use a Called Shot at any skill level, but it’s most effective if
you’re already at 100 percent with the weapon you’re using. A Called Shot takes moreAction Points thana normal attack, and you have a lower chance to hit, but ifyou do hit, the
effects are devastating. With a Called Shot, aim for the eyes and the groin. Eye shots have
one ofthe lowest chances to hit, but ifyou do hit, the increased damage and chance ofan
outright kill make it well worth it.A Called Shot to the groin will usually inflict more dam-age than a normal shot, and it can both stun and knock dovm your opponent—oh, that’sgotta hurt. This move is a good second choice ifyour chance to hit the eyes is too low to be
effective.
RunAway!No matter how skilled you are in combat, a time will come when retiring from the fray is the
better part ofvalor. Remember that anyone you’ve already killed will stay dead. It’s better to
leave, heal, reload, and come back fresh and ready than to stay and die,
The best way to leave combat is to leave the map on which the fight is taking place.
Before you enter combat, try to remember where the exit hexes arc so that you can bug out if
you have to.When you are damaged to the point that two more attacks will kill you, it’s time
to leave—take offearlicrifyou’re fighting multiple attackers. Just cut and run for the exit
-
grid, putting cover between yourselfand your pursuers ifyou can do so withoutgoing too far
out ofyour way. The more hexes between you and your enemies, the better, since each extrahex ofdistance drops your foe’s chance to hityou significantly. Again, distance is your friend.
Some seek combat, some are bom to combat, and still others have combat thrust upon them.At some point in the game, every characterwU have to fight. The foUowing secdon lays outcombat strategies that are specific to each type ofcharacter.
Charisma BoyThis sweet talker is a lover not a fighter. Your best survival tech-
niqueis to findNPCs thatwillaccompanyyouanddo ViJmuch ofthe fighting for you. However, you won’t be
able to stay completely out ofharm’s way. You’ll still"
need to wear the most effective armor that you can get u7 ^your hands on. Your high Barter Skill should help you to ^*1/ AySTtrade for this. You also need to acquire an effective weapon.
Without many Action Points, two types of
weapon will work best for you. The first is any weapon ,
vnth an Automatic setting (i.e.. Submachine Guns, ^ ^ wAssault Rifles, and Gatling Guns); the second is a
I ||
I
”
Large weapon such as the Rocket Launcher. Using
weapons like these gives you the most firepower for your limited number ofAction Points. Justbe careful not to catch yourcompanions
with fnendly fire fiom these big-bang Cvf^
Combat BoyIfcombat is your life, a couple of
techniques will work well for you.
Ifyou're armed with a long-range
weapon such as the Hunting Rifle or
Them's
Fightin'
Words
-
Chapter
1:
Survival
Strategies
Laser Rifle (ifyou’re a Sniper, you definitely should have one ofthese), stand offat a distance
and plink it your foes. Usually, your higher weapon skill, especially with a high Perception
Stat, will give you a much higher chance to hit your enemies than they have ofhitting you.
In fact, ifyou’re far enough away, you maybe able to shoot enemies without them beu^ able
to see you to return fire.
Ifyou prefer short-range combat (as the Martial Artist-type character does), you’ll need
to get in close quickly, and stay there until all ofyour foes are dispatched.
Stealth Boy
You can cither sneak directly past guards or eng^e in more dangerous combats. You can also
search for a different route, fi’ee from people who would do you harm. Often, your ability to
pick locks will give you a back way into an
area. Sometimes, however, fighting is
unavoidable. Stealth Boy usually has a high
number ofAction Points and a good
Perception Stat—so ifyou do get stuck in acombat, try to stand offand use Sniper
Combat Boy tactics.
Stealth Boy excels at taking out oppo-
nents one at a time (commando style) and
then retiring—either leaving the mapentirely or hiding, only to come back and kill
again once the hubbub has died down.
Enemies in Fallout2 don’t respawn (come
back to life after they’ve been killed), so you
can take out opponents bit by bit rather than
taking on the entire horde all at once. However, any damage you’ve inflicted on a still-living
enemy will be healed once you leave the map.When necessary, your high number ofAction
Points makes you particularly adept at withdrawing from fighting—take a shot at your ene-mies and then retreat with the rest ofyour Action Points.
-
1
If you're getting hostile reactions
when you talk to the people in an
area, check your Town
Reputation. You may've done
something to upset the locals.
Don’t enter combat lightly—it is never without consequences. For example, the news ofyour battles may spread, and the psychic impact ofmany deaths maybecome apparent toothers in your thousand-yard stare.
OfteC
The peoples ofthe
Wastes have learned to
trust local rumor as well
as their instincts when
determining how to
react to strangers.
The cumulative impact
ofthese local rumors
is called Town
Reputation. In addi-
tion, your overall ten-
dency to commit good
or evil acts, whether
you’re seen committing
them or not, can be
sensed by some people.This tmrtnrftw/ response to you is based on your Karma. Your char-
acter’s current Karma andTown Reputation (for each town you’ve visited) are shown in yourPip-Boy, so you can check them at any time.
^efocttaUo*t
A status name is associated with yourTown Reputation in each area. These names run fromthe most liked and admired to the most despised.
Idolized—Everyone here wants to be like you.
^ Liked—People here like you.
How
to
Make
Friends
and
Influence
People
-
Chapter
1:
Survival
Strategies
r-5.
^ Accepted—^You’rei
I
—^You’re not a bad sort.
Neutral—^You’re OK, for now.
Disliked—Why did you have to showup here?
^ Hated—Bad PC, go away.^ Vilified—^You’re lower than a snake’s
belly, and mothers scare their children by
saying that you’ll come and get them.
What it takes to
achieve fame or notori-
ety in each area will dif-
fer from place to place.
For example, ifyou
have the reputation ofa
carefree killer in a
Raider camp, they’ll
think highly ofyou,
possibly even Idolizing
you. However, ifthe
area is a quiet farming
community, they’ll give
high marks to a kind
and considerate PC.
If, by chance, the two areas in the example above were linked, by trade or other commu-
nication, your Town Reputation in the Raider camp would carry over as a rtegaHveTovm
Reputation in the quiet farming community (where you might be universally Hated).
Town Reputation pro\ddes no gamewide reference to good or evil—it'sjust a measure ofwhat the locals think ofyou.
Everyone loves a big spender.
Buying a round or two (or more)
of drinks for the locals does
wonders for your Town
Reputation.
-
“T^^afumn,
UnlikeTown Reputation, Karma in Fallout! is a mea-surement ofthe psychic weight ofall ofyour actions,
rather than what people see and hear about you.
Killing people is the act most likely to change your
Karma. Ifyou kill a good person, points are subtracted
from your Karma total; ifyou kill a bad person, you will
gain some Karma (they were bad, but you still killed
them). Other actions affect your Karma as well.
Helping an old lady rescue her kitten is worth a couple
ofpositive Karma points, while evicting her from her
shack will certainly subtract from your Karma total.
Some people can sense your Karma—they will react to you ' ' 1 /based on the that they get from you. Ifyou have a nega- ^tivc Karma total, evil Raiders that can sense your Karma might
respect or even fear you, while the same negative Karma total would make peaceful farmers
who could sense your Karma scorn you. Ifyou do enough good acts, or enough bad acts, tochange your Karma total beyond certain levels, you will a gain a special status and benefits.
The effects ofacquiring certain levels ofKarma are shown inTablc 1.2. As soon as youpass a Karma total, you will gain the benefits ofthat Karma status. Bear in mind that you
could gain a Karma status in one day, only to lose it the next, since your Karma is always
changing—up or down—due to your actions.
Table 1JZ: Karma Levels and Effects
1 KARMA TOTAL STATUS BONUS 1+1000 Savior of theWasteland +20 points to Reaction, +8 to
Armor Class, +3 points of damageper hit
+750 Guardian of theWastes +15 points to Reaction, +4 toArmor Class, +2 points of damageper hit
+500 Shield of Hope +10 points to Reaction, +2 toArmor Class
+250 Defender +5 points to Reaction
How
to
Make
Friends
and
Induence
People
-
1 KARMA TOTAL STATUS BONUS 1
0 Wanderer None
-250 Betrayer -5 pointsto Reaction, +4HP
-500 Sword of Despair -10 points to Reaction, +8 HP
-750 Scourge of theWastes -15 pointsto Reaction, +14 HP, +1
point of damage per hit
-1000 Demon Spawn -20 points to Reaction, +22 HR +2points of damage per hit
Whateveryou do in the course ofyour travels, it will have an effect on you, as well as on
the world around you. Think before you act—oryou may live to regret your haste, ifyou’relucl^'.
-
Know that our tribe is not aione in the Wastes. Many
strange and dangerous creatures liveJustbeyond the
Great Bridge. Some, although ofunusual visage, are
friendly to our kind, but most are best treated with
caution. If you travel the Wastes, remember the exile
of our revered ancestor, who was cast out by bis own
kind from the Vault of the Holy 13. Indeed, many of the
fearsome creatures almost defy description, but the
most monstrous by far, and the most dangerous, is
man.
— tic ^9«t9^tic Stclou,' tS7ti SeacMt
-
he Elder speaks the truth. Many unusual
beasts crawl the desert, and humankind isthe
most dangerous. To help you face these perils, I'll
equip you with the most powerful weapon of all
—
knowledge.
The different types of creatures that make their homes in
the Wastes are listed in alphabetical order. Then, the different types of
humans that lead their lives in the great dust will be paraded before you.
Listen closely, and learn of those you mustface.
Only by learning about the creatures that live in the Wastes will you be
able to make your way amongst them. Both two- and four-legged creatures
may aid or hinder your progress. Often, knowing more about those that you
will encounter will enable you to turn those with harmful intentions into
allies. Failing that, at least you'll know better howto deal with the worst each
critter can dishout
-
Chapter
2:
Dwellers
of
the
Wastes
•.:h'
kuill
Life has taken many diverse paths to survive in the radioactive deserts. Some creatures will
be familiar to you, others may have haunted your n^htmares. Information is the key to
meering these creatures on their own terms and defeating them.
Peculiarities ofeach creature’s habits or tactics are detailed for you. Then, a short list of
information about each creature you’ll encounter in the Wastes is presented. The number of
Hit Points (HPs) that each creature can take before dying is shown in the first column ofthe
list.The second column shows the range ofdam^e that the creature’s attacks cause. Ifa
creature has more than one attack, the damage caused by each attack is shown separately.
The final column shows how much EPs you earn for slaying one of the critters.The EPs are
shown as a range rather than a precise amount since you’ll get more EPs for killing a tougher
creature.
Every creature that walks, crawls, or slithers through the Wastes is hungry, and you look
a lot like dinner.
/46w*UtuttiOHA
^any years ago, the Master, an insane doctor who attempted to become master of all
humanity, tried to create guardians through gene splicing.The original Vault Dweller, your
ancestor, stopped him before he could complete his plans. Unfortunately, some ofhis extra-
ordinarily tough creations have oudived him and continue to roam the Wastes. Centaurs
and Floaters are often found together, as though they feel some sort ofkin-
ship for one another.
Centaurs
The Centaur, so named for its many malformed legs, is tough and strong,
but quite stupid. Keep your distance from this creature while you shoot it to
death.
Floaters
Floaters hover by, manufacturing and storing noxious gases in their flotation
bladders. They’re stupid, but move fast and are very difficult to kill. Floaters
,1
f
-
will try to surround you, so keep your distance.The gases that allow them to float turn them
into a wonderfiilflambi when you crisp them with fire or energy weapons.
1 CREATURE HIT POINTS DAMAGE EPS 1
Centaurs 150-175 1-15 650-900
Floaters 175-200 1-15 750-1000
You have little to fear from these peaceful two-headed cows. Placid brahmin
are the major meat source in most settlements, and they will avoid combat
whenever possible.
1 CREATURE HIT POINTS DAMAGE EPs 1
Brahmin 30-65 1-9 40-120
Deathclaws were originally created to replace humans during close-combat search-and-
destroy missions. They were derived from mixed animal stock and then refined by the
Master, using genetic manipulation.The resulting creature is almost unbelievably fast and
powerful. Deathclaws are well named—they are the toughest animals that you wUencounter in the Wastes.
tUnless you have Combat Armor, extremely heavy weaponry, and a lot ofStimpacks,
running for the exit hexes at the first sign ofa Dcathclaw is your best chance ofsurrival. If
you’re well equipped and want to stick it out, though, get in at least one shot at long range,
because Deathclaws move so fast that you’re unlikely to get another long-range attack as
they charge you. They'll always close rapidly so they can use their powerful claws to tear and
rend you. For maximum damage, use a Called Shot to the eyes when you shoot them.
However, even with Called Shots, you’ll need several good hits to put a Deathclaw down
—
use extreme caution (and save often) when fighting them.
Here
Abide
Monsters
-
CREATURE HIT POINTS DAMAGE
CREATURE HIT POINTS DAMAGE
Adutt Deathclaws
What does an Adult Deathclaw eat? Whatever it wants to. The Adult
Deathclaw is always at the top ofthe food chain wherever it happens to be.
Often, several Deathclaws live together and protect an Alpha-female with a
brood ofeggs. When you run into one Deathclaw, look around—therealmost certainly will be more.
Baby Deathclaws
The Baby Deathclaw is a smaller version of its parents. It’s not cute and cud-
dly, though; in fact, it’s still extremely dangerous. Deathclaws cut their young
loose early, so the presence ofa Baby Deathclaw doesn’t necessarily mean
that mom or dad are nearby. However, that won’t make yourjob much easier.
Intelligent Deathclaws
Intelligent Deathclaws come in both adult and baby sizes.They don’t look difterent from
other Deathclaws, but they do act differently—at least when they’re not angry. IfaDeathclaw doesn’t charge you on sight, it may be intelligent—it’s possible to talk to^Intelligent Deathclaws. However, Intelligent Deathclaws have the same ferocious abandon
in combat as their dimmer brethren, so a policy ofditente is definitely not recommended.
Adult Deathclaws 750-1750170-310
Baby Deathclaws
Some dogs have remained domesticated pets, but many more have turned
feral and hunt the dusty Wastes in packs. The dogs that survived the
radioactive fires are a larger, and tougher, breed—now almost wolf-sized.You won’t encounter any rabid toy poodles in your travels.
-
Geckos are mutated lizards prized for their sleek and durable hides. Most Geckos are peace-
ful, unthreatening creatures. However, ifone Gecko is attacked, the rest ofthe Geckos in the
area will converge on the attacker. Ifyou let them surround you, they can be dangerous, so
make certain thatyou leave an escape route open, or use cover (for example, stand in a door-
way) so that they can come atyou only one at a time.
Silver Geckos
The Silver Geckos are the least offensive ofthe Geckos—they’renot very aggressive, and ifyou knowhowtoskin them, each hide is
worth $25.
Golden Geckos
The same toxic conditions that turn a Golden Gecko’s hide into
that rich, golden color cause their attacks to irradiate you. Due to
their relative rarity and the danger ofacquiring them, Golden
Gecko hides are worth $125 apiece.
Fire Geckos
Fire Geckos are especially tough and can actually breath fire. No one knows what toxic sub-
stances are combined in their gut to make their breath fiery.Their hides are far too mangy
and burnt to be worth
anything.
The technique for skinning
Geckos can be learned only from
a character named Smiley, in
Klamath, as a reward for saving
him from the Toxic Caves.
Here
Abide
Monsters
-
1 CREATURE HIT POINTS DAMAGE EPS 1
Silver Geckos 25-35 1-3 55-60
Golden Geckos 45-65 1-6 135-210
FireGedcos 70-80 Melee: 1-17; 250-260
Flame-breath: 35-^0
Insects arc some ofthe most durable creatures on the earth—they nibbled on dinosaurs wayback when, and they’re still here after the atomic fireballs scorched the earth. Unfortunately,
they’ve gotten larger and more ^gressive.
GiantAnts
Ants arc usually harmless, but these Giant Ants sure aren’t. They’re
fiercely protective ofthe areas that they inhabit. They’re also a lot
like potato chips, you can neverjust have one. Make sure that you
aren’t surrounded by these dangerous pests.
Mantises
Mantises are quick and travel in groups large enough to quickly
surround you, preventingyour escape while you’re munched into
Mantis mouthfuls. Killing them at a distance is best, but ifyou’re
close, fight only one at a time and keep mowng back, so they can’t
surround you.
Sma/I Radscorpions
Small Radscorpions are the size oflarge dogs—if large dogs hadpoisonous stingers. Because ofthe Small Radscorpion’s stinger, you
should fight defensively. Use any extra Action Points to retreat one
hex after your attack. 'This forces the Radscorpion to use an Action
Point to get close enough to attack you during their turn—leavingthem with only enough Action Points to make one attack.
Ifyou do get poisoned, it will wear offin a few days at most—just make sure you haveaccess to plenty ofhealing or apoison antidote.
-
Large Radscorpions
Lai^ Radscorpions are bi^r, meaner, tougher, and hungrier than
Small Radscorpions, but other than that, they’re pretty much the
same. Fight these Radscorpions using the same defensive tech-
niques that you’ve learned for fighting the subcompact version.
These bigger bugs pve you a bonus for killing them—you can cutofftheir tail and sell it (for 110).The poison sacs in their tail are
used for creating a poison antidote.
1 CREATURE HIT POINTS DAMAGE EPS 1
GiantAnt 6-12 1-4 25-50
Mantises 14-30 1-6 70
Small Radscorpions 10-12 1-6 + poison 55-60
Large Radscorpions 26 1-8 + poison 110
Just as insects have survived the radioactive clouds, so too has humanity’s old fiiend—the rat.
Normal Rats
These range fiom your typical starving, disease-ridden wharfrats
to a somewhat larger—and hungrier—mutant. Chihuahua-sizedrat. All rats run in packs, but they’re not usually very dangerous. At
lovrer levels, rat extermination is a ready source ofExperience
Points,
Pig Rats
These are larger, hairless, burrowing rats. It’s unknown whether
they’re a rat-pig h)i3rid or an entirely new creature. Pig Rats com-
bine the feralcunningofa ratwith the voracious appetite ofa p^.
They’re tougher to kill than normal rats, but their bite is no
stronger.
Here
Abide
Monsters
-
Chapter
2:
Dwellers
of
the
Wastes
Mole Rats
CREATURE HIT POINTS DAMAGE
Mole Rats have sharp claws and even sharper tusks that they use to
tear great chunks offlesh from their prey. Mole Rats arc either
huge rats or the result ofgene-splicing Kodiak bean with malad-
justed lab rats. Fortunately, they seldom run in packs laiger than a
halfdozenorso.
Intelligent Mole Rats
“What’s worse than a Mole Rat?” you might ask. How about ahuge, albino Mole Rat with a hideously enlarged brain case? Only
a few ofthese lurk in the darkest recesses ofthe Wastes, but those
few are horrendous enough. Some are smart enough to speak.
(Well, they may be smart, but they still don’t have opposable
thumbs.) Show them what good tool users we primates are and
slag them from a distance with heavy weaponry.
Normal Rats
50-90
120-250
Intelligent Mole Rats 80
At the time ofthe war, robots
were just making their appear-
ance in the average suburban
household, but the military still
had the largest number ofactive
robots. The robots that are still
running are found in isolated
former military bases or ones
-
that have been restored by settlements with the sophisticated technology needed to keep
them running.
Robots arc tough, but they are vulnerable to the Electro-Magnetic Pulse (EMP)
Grenades. When you fight robots, sprinkle EMP Grenades liberally.
Fioating Eyebots
The Floating Eyebot is a quick-observation robot commonly
found in prewar military installations. The Floating Eyebot uses a
powerful electric prod (meldc attack) to keep intruders in line.
Mr. Handys
Mr. Handy, named for his large number ofhands, was sold before
the war as a general-chore and utility robot.These days, you can
still find a few ofthese tough units being used for other duties. Mr.
Handy’s tough hands make good mdlde weapons, and he can be
hard to stop ifhe’s hostile.
Robobrains
The Robobrain is ajack-of-all-trades robot. They have hands and
are usually armed with assault rifles. The chimpanzee, or other pri-
mate, brain that was implanted into them makes them excellent
guard robots. It’s rumored that some were set up to accept human
brains, but this has neverbeen proven.
Sentry Bots
Armed with both a rocket launcher and a minigun, the Sentry Bot
packs quite a punch. Use cover when you try to bust this tank and
ask your party members to wait foryou elsewhere ifyou value their
company.A couple ofEMP Grenades will help soften up thisbruiser.
Here
Abide
Monsters
-
Chapter
2:
Dwellers
of
the
Wastes
1CREATURE HIT POINTS DAMAGE EPS 1Floating Eyebots 60 Electric prod: 7-37 275
Mr. Handys 60-80 1-7 240-280
Robobrains 80 By weapon 300
Sentry Bots 100-120 Rocket launcher: 10-30;
Minigun: 9-25
500-600
Spofie
The semi-intelligent, predatory Spore Plant has two types of
attack:They can shoot thorns and, ifyou get close enough, they
will lash out with a melee attack. Spore Plants grow only a few spe-
cialized shooting spikes at a time, so a Spore Plant barrage is
always brief. Also, the plants are rooted in place, so they’re easy to
slay fiom a distance or even avoid entirely.
1 CREATURE HIT POINTS DAMAGE EPS 1' Spore Plants 40 1-4 85
Turrets are robots that can’t move from their starting location. ATurret’s optical sensors are
no more keen than human eyesight, so you can always try to sneak past one. Avoiding a
Turret is the best way ofdealing with it, but ifyou must fight, use large weapons, EMPGrenades, or explosives (dynamite atplastique) to quickly destroy it.
FloorTurrets
These Turrets slide up fiom concealed floor plates to a ready firing
position and have a 360® field of fire.
.->V '.
"g
-
1 CREATURE HIT POINTS DAMAGE EPS 1FloorTurrets 250 By weapon 300
Wanamingos are tough, very fast, and resistant to laser weaponry.
Where they came from or what they’re doing here is unknown.
They aren’t intelligent in the usual sense, but they do seem to have
a hive-mind mentality. They’re usually seen underground and in
groups.
1 CREATURE HIT POINTS DAMAGE EPS 1Wanamingos 120-160 1-17 500-600
You will encounter many ofthese creatures in yourjourney, but you will encounter no
creature as frequently as the most dangerous creature ofall—man, ofcourse.
You aren’t the only one winding your way through the Wastes. Many others travel to make
their homes in the settlements built from the remains ofthe beforetimes. Most are wary of
newcomers, just as you are wary ofthe seasonal traders that come to your village. Trust, like
life, comes hard in the desert.
The people you meet look different from those ofyourTribe, yet many Wastelanders
share similarities that can give you an idea of their profession or how dangerous they might
be in a fight. As different as they all are, humans are, in some ways, the easiest to predict.
However, some of the peoples ofthe desert are not even human at all. But human or not,
you’ll be able to find a chosen few that will become close companions.
I will tell you what 1 know ofthe people you may find.Those who wish to die ofold age,
surrounded by their loved ones, quickly learn not to take people, or situations, for granted.
Keep your wits aboutyou when dealing with strangers.
y^astrels
of
the
Wastelands
-
(00)
In a sense, all are travelers—none ofthe peoples know where theywill end up or how they will get there. In this sea ofuncertainty,
you must quickly appraise the people you deal with—whether eachone is a combatant or a less threatening civilian. Appearance will
tell you much.
You can’t always tell ifsomeone is a loyal guard or a gun for
hire by their gear, but wearing heavy armor and holding weapons at
the ready are certain marks ofwarlike ability, if not proficiency.
Some travelers may be difficult to sort out: townsfolk, travel-
ers, or local gang bosses? It’s not always easy to determine who’s
who. Ifsomeone isn’t dressed for combat, that doesn’t mean they
can’t, or won’t, fight—but it does usually mean that they’ll at leastlisten to what you have to say fint.
Some people are a bit harder to judge because they're not really
people in any normal sense. I’ll tell you what I mean.
Some characters were once human, but have been changed into something else in the years
since the bombs scorched the land. Both Ghouls and Super-Mutants were changed by
man—one accidentally, one intentionally.
Ghouls
Ghouls were once humans, but they were caught outside ofa pro-
tective Vault when the bombs dropped. The same radiation that
turned their flesh into parched leather has given them an incredibly
long life span. Those closest to the blast zones are still so radioac-
tive that they continue to glow. These Glowing Ones, as they’re
called, have had some oftheir intellect burned away as well.
Shunned by the people of the Wastes, most Ghouls have little to
live for.
-
<
Super-Mutants
The Master created Super-Mutants after the bombs fell by using a
specially designed vims (the F.E.V. vims) to turn purc-strain
humans into powerful warriors.The Super-Mutants thus created
were to become the Master’s own personal army ofshock troops.
However, the virus didn’t work as anticipated. The humans turned
into powerful bmtes, but as their muscles grew, their minds shriv-
eled.The more intelligent Mutants were given uniforms as a mark
ofrank and authority, bur they were few in number. Now, 80 years
after the Master’s defeat, fewer still Super-Mutants remain alive.
Most humans fear Super-Mutants—few places offer them peace.The day ofthe Master’s Mutant army is now passed, but some
people say that the experiments continue. The worst horrors are
always created in the name ofscience and progress.
However, whatever the source, help and companionship
should not be scorned. Companions can make the burdens you
must face much more bearable and obstacles much easier to
overcome.
Some people may seek to join you on yourjourneys. The pft offriendship is the most valu-
able gift of all. You may find companions, or party members, that have the same strengths as
your cwn, but a wise traveler will ask those who have different skills to join him. Ifyou’re a
Charisma Boy, you will profit by asking those who can fight to join you; Combat Boy should
seek the help ofthose with Science or Repair Skills; and Stealth Boy should find compan-
ions to assist him in any area with which he isn’t proficient.
Unless your merry band is already as large as it can get, you should always ask a willing
companion to join you. Ifyou later find another companion who is better suited to your
needs, you can always send one ofyour less useful companions away.
True companions—party members—will stick with you wherever you go.A briefdescription ofall the party members you can find in the Wastes is listed below. You’ll find
party-member NPCs that can join you in different areas throughout the game. So, the start-
ing location ofeach of the potenrial party members is part oftheir description. Ifyou have to
meet special requirements before an NPC can join your party, they’ll be listed in the sectionofthis book that covers the NPC’s starting area.
V^astrels
of
the
Wastelands
-
Chapter
2:
DweUers
of
the
Wastes
Every party member
is able to fight, with vary-
ing degrees ofskill. Most
NPCs are also proficientvnth one special skill that
they’ll use for you or for
the other party members.
Some ofthese skills, such
as Barter or Outdoorsman,
are assumed to be operat-
ing at all times, while
others, such as Science or
First Aid, are used only at
your direction.
Some party members arc fickle and mtU join you only while you’re in a specific locatioi
or to accomplish a specific task.These fair-vreathcr friends will be discussed in the descrip
tion ofthe area in which they’re found (see Part 2).
You can have only as many
Non-Player Character (NPC)
companions as one half of
your Charisma Stat Ask as
many companions as you
can to join you. If you hnd a
better companion later in the
game, you can give your less
desirable companions the
bum's rush.
Cassidy
"Cassidy is totally bored in sterile Vault City. Ifyou can promise
him some excitement—and you can—he’ll add his considerablecombat talents to your group.
Cyberdog
Cyberdog can be activated in the New California Republic and is agood ally in a scrap. Cyberdog has no special talents, but is loyal to
a fault, as long as you remember to oil him every now and then.
Davin/Miria
Davin or Miria will become your f^thiul spouse until death do you
part (or you sell them into slavery) ifyou marry one ofthem in
Modoc. Neither ofthem has any useful skills whatsoever—they’lljust take up one ofyour party-member slots and nagyou constantly.
-
Goris
Goris isn’t a human at all—he’s much, much more. When you findhim in Vault 13, he mayjust decide to tag along with you. He’s
something ofa combat monster.
Laddy
Laddy is a dog that will loyally follow you
once he becomes your iiiend in Modoc.
He has no special skills beyond his loyalty,
but has a real nice coat.
%Lenny theGhoul
Lenny can join you in
Gecko. He is a doctor and
a big&n ofthe originalVault Dweller.
When you talk to some of the
more interesting and impor-
tant people in the game, you'll
see a close-up of the charac-
ter's head as you hear the
person talk to you. Myron,
Marcus, and Sulik are talking
headsXhat can join you on
your adventures.
Marcus the Mutant
Marcus is the head ofthe Broken Hills community and is ready to
try something new, once his problems are taken care of.
Myron
Myron is a crack scientist working in NewReno. Ifyou can stand his wcasely, know-
it-all attitude, he’U help you with his
Science Skill.
Wastrels
of
the
Wastelands
-
Chapter
2:
Dwellers
of
the
Wastes
Robo-Brain
Robo-Brain is yours for the making—just plug the brain ofyourchoice into a robot body and throw the switch. Different brains do
different things, but don’t pick the Abbie Normal brain.
Sulik
Sulik is a primitive tribesman—like you. He doesn’t have muchhigh-tech weaponry, but his mel6e skills arc unmatched. He’s an
outstanding Outdoorsman, and will guide you and your group
through the Wastes in relative safety.
Vie the Trader
Vic canjoinyouin the Den—for a price. His special skill is Repair.He does such a good job offixing things that he usually ends upwith extra parts.
Friends will help you to survive the trials thatyou must&ce on
yourjourney. But you’ll need more than just friends to get by.
You’re going to need gear, and lots of it. Next up. I’ll tell you what’s
worth packing and what you should pawn offon the first rube you
run into.
-
People beyond the Great Bridge, which separates our
village from the world, seem to find immense satisfyc-
tion in coliecting scraps and leavings from the time
before the great fires. Somehow, this link to the past
gives them comfort. OurTribe is different in that we
gain our happiness from forging new beginnings and
we gain our security in relying upon our abilities,
rather than artifacts from a time gone by. However, for
all that, to travel the Wastes one must adopt, to some
degree, the ways and objects of those who make their
homes there. The things of the beforetimes may poi-
son your soul if you rely upon them --butbecause they
will help you survive, they are needed.
— cAc SaaA tie. ' tOSud Setuau
I f.-
-
eapons and armor are among
the most useful items that you can
find. With my help, you'll be able to
determine what's worth using, or at least
packing along with you, and what's best left for
the rats and Radscorpions closing in on the corpse of your last foe.
If you don't know what to pick up and what to leave you’re not going to
last for very long. Your survival often hinges upon having the proper protec-
tion and weaponry as much as your skill. Out on the sands of the Wastes
being out of armor, and out of ammo, equals being plumb out of luck.
me-‘V
r/^ , 1^1
-
Even ifyou’re a silent Stealth Boy, a diplomatic Charisma Boy, or something in between,
eventually you’ll meet someone who’ll listen only to your weaponry. You better know which
end to point at them and what’s likely to happen when you do so. There is no single best
weapon in Fallout!, but some weapons are better suited to specific uses than others.
People have alwaysexcclledat findingways to kill one another. The dangers of the
Wastes pro\ide ample inspiration for creating, and unearthing, all manner ofweaponry. In
Fallout!, weapon descriptions are divided according to the type ofskill you’ll need to meld
each weapon.
^ Small guns—Slug-throwing pistols, sub-machine guns, rifles, and shotguns
^ Big guns—Flamers, miniguns, rocket launchers, and other larger supportweapons
Energy weapons—Both pistol- and rifle-sized laser and plasma weapons
^ Unarmed—This skill is used for weapons like brass knuckles as well as barefists and feet
^ Melee weapons—Hacking, slashing, and thrusting weaponryThrowing weapons—^Throwing spears, knives, and grenades
Spears and rocks can be either thrown or used in melee. However, these weapons are
listed just once, in the Mel6e Weapons section.
In the foUowing sections, the best tactical use for each type ofweapon is followed by
game information about each ofthose weapons. Each listing starts with the weapon’s name,
followed by the amount ofdamage that it inflicts. Quite a few guns have more than one way
you can fire them, calledfirt modes. Different fire modes have different ranges associated
with them, and different Action Point (AP) costs as well. Generally, the more shots you
squeeze offwith each pull ofthe trigger, the shorter the accurate range, and the more Aft it
will cost you. Here’s a quick overview ofthe two basic fire modes:
^ Single shot mode—Most guns fire just one shot at a time.
^ Burst mode—For each firing action, several shots (three or more) are fired atyour target. If other targets are adjacent to your target (or in the line of fire),
-
there’s a good chance that they’ll get sprayed with a few stray shots, which isn't
so great if some of them are your companions. You’ll also bum through ammoat an alarming rate. These are good reasons to use discretion when shooting in
burst mode.
Single-shot weapons have only one row of information, which covers the damage per
shot, the distance that the weapon can fire with good accuracy, and the AP cost to fire thegun. Weapons with more than one firing mode have one row ofinformation for each way
that you can fire them. Ifa weapon is capable offiring in burst or full auto mode, the rate of
fire (ROF) for that weapon is listed in the damage column. Remember that each bullet can
cause the same damage that’s listed for the weapon’s single-shot damage. Some machine
guns don’t allow single shots at all, so their first row tells you how much damage each bulletinflicts, and the rows showing the available fire modes tell you how many ofthose bullets arefired at your target.
Ifthe weapon is a mel6e weapon, different attack modes (for example, a swing instead of
a thrust) will be shown rather than a different number ofarracks in the damage column.
After the damage, range, andAP cost columns, the minimum Strength Stat needed towield the weapon competently is showm. The next column describes the ammo types with
Ammo Abbreviations
There are several different types of aminunition, each with its own abbreviation.
AP (Armor Piercing)—This round has the best penetration at the cost ofsome damage.
Ball—Your standard, no-nonsense lead slug.JHP (Jacketed Hollow Point)—This round has reasonable penetration andthen mushrooms inside its target to cause more damage. Its jacket allows it
to chamber smoothly.
FMJ (Full Metal Jacket)—This round is most often seen in militaryweapons, has good penetration, and feeds easily into the weapon's
chamber.
rifibo
-
which you can load the weapon. Some weapons can use more than one type ofammo, but all
fire modesfor each weapon are still available no matter what kind ofacceptable ammo you
slap into the magazine.
Guns that can use more than
one type ofammo have the ammotypes listed (see the sidebar on the
preceding page for a description of
the abbreviations used with some
ofthe ammunition).
The last column shows the
cost ofthe weapon.This is an ideal
cost—ifyou sell the weapon, youprobably won’t get as much, and if
you buy it, it will cost you more.
The weapons (and armor too) are
organized by cost, from cheapest to
most expensive, within each cate-
gory ofweapon. Cost is a good way to judge the relative, overall usefulness ofa weapon—so,essentially, the weapons arc listed fiom least dangerous to most lethal.
You can use a weapon even if
you don't meet its minimum
Strength Stat You'll suffer a
20% to-hit penalty with that
weapon for each point of
Strength that you lack, as you
struggle to bring your weapon
around for another attack, or
fight to keep the recoil from
knocking you to the ground.
SmaiiSmall guns arc the first firearms that you’ll acquire.A Stealth or Charisma Boy may decideto never become proficient in any other sort ofweapon. Some ofthese guns are very com-
mon, so the odds are good that you’ll find ammo when you need it.
Pistols
Pistols arc useful for beginners, but grab somethingwithalongcrrange and more damage
potential as soon as you can. Pistols serve best as your first firearm early in the game, or as an
emergency backup for your primary weapon.
Note
-
WEAPON DAMAGE RANGE APCOST
MINIMUMSTRENGTH
AMMO COST
10mmAutomatic
Single 5-12 25 5 3 10mm AP orlOmmJHP
$250
.44 MagnumRevolver
Single 12-18 20 4 5 .44 MagnumJHP
$600
Desert Eagle Single 10-16 25 5 4 .44 FMJ or.44 JHP
$800
14mmAutomatic
Single 12-22 24 5 4 14mm $1100
9mm Mauser Single 5-10 22 4 3 9mm Ball $1500
Needier Single 12-24 24 5 3 HN NeedierPack
$2300
.223
Autoloader
Single 20-30 30 5 5 ,223 FMJ $3500
PPK12 Gauss Single 22-32 50 4 4 2mm EC $4500
Weapons
-
Chapters:
Needful
Things
When you need more close-in firepower than a pistol, but can’t afford the risk ofhitting
a friend with burst fire, the right weapon for the job is a shotgun.
One ofthe biggest drawbacks ofa pistol is the low ROF. The answer to that problem is
the sub-m*achine gun (SMG).
Sub-Machine Guns
Sub-machine guns can shoot single shots as well as bursts, so they have excellent tactical
flexibility and damage potential.The only downside is that overusing burst mode vrill empty
your magazine in a hurry.
10mmSMG Tommy Gun HSKPOOc M3A1 Grease Gun
RANGE APCOST
10mm SMG Single 5-12 25Burst: 10 shots 20
Tommy Gun Single 3-20 32Burst: lOshots 16
H&KP90C Single 10-20 35Burst: 3 shots 30
MINIMUMSTRENGTH
lOmmAPor $100010mm JHP
.45 caliber $1200
.45 caliber $2500
-
Shotguns
Going hunting for humans?A nice sho^n blast at close range is just what the doctorordered. Ifyou can find a Combat Shotgun with an increased ammo capacity, you 11 be onevery happy hunter.
1 WEAPON DAMAGE RANGE AP MINIMUM AMMO COST 11 COST STRENGTH
Sawed-Off Single 12-24 7 5 4 12ga. shell $600Shotgun
Standard Single 12-22 12 5 4 12ga. shell $800Shotgun Double barrel 14 6
Combat Single 15-25 22 5 5 12ga. shell $2750Shotgun Burst; 3 shots 18 6
H & K CAWS Single 15-25 30 5 6 12ga. shell $4750Burst; 3 shots 20 6
IContinued on next page}
-
Chapters:
Needful
Things
(Continued from previous page!
WEAPON DAMAGE RANGE APCOST
MINIMUMSTRENGTH
AMMO COST
Pancor Single 15-25 35 5 5 12ga. shell $5500
Jackhammer Burst: 3 shots 25 6
Pistols, SMGs, and shotguns are good weapons when you’re close to your foes, but if
you want to knock ’em down from afar, there’s riothing better than a rifle.
Rifles
Rifles are wonderful for two reasons. First, they allow you to reach your target from a long
distance (and you know that distance is your friend, right?). Second, rifles generally use a
large, lethal cartridge. Big damage from far away—itjust doesn’t get much better than this,
Limited Edition (end
Reguiarl Red RyderBBGua Pipe Ritte Hunting RiRe Sniper RiRe
I
WEAPON DAMAGE RANGE APCOST
MINIMUMSTRENGTH
AMMO COST1
Red Ryder
BB GunSingle 1-3 22 5 3 BBS $200
Limited
Edition Red